I’m working on some type of backroom project and want the rooms to have variations. I made a few templates but I’ve come across my first issue since the room generation is client sided, every client does not have the same rooms as other clients
I tried using remote functions but that’s unnecessarily slow and unreliable to do
so I thought why not try using math.noise instead of math.random? since it would be the same in the same position
The video I sent creates a random seed for upon server starting. Then in every client game uses that random seed to create the obby. As the seed is same for every player, all of the obbies in every client will be same and in same order. It also uses RunService to create the obby as you go along the obby, which is great instead of having infinite obby creating instantly. I highly suggest changing your obby creation to this.
its exactly what the localscript was doing; except for the runservice part; when you move your camera, it’ll update the rooms and (delete the ones that aren’t in the range)
i dont think youre quite getting it, when the room gets destroyed because its no longer in range and happens to regenerate the room, it would be different
im currently using a chunk-based system, im confused to what im supposed to do.